There is no perspective effect, so to render a 3D data, we just let z off. These 8 points construct into a cube that has 6 faces. So, we need 6 skewing movieClip to cover them. In fact, before we can cover these 6 faces with pictures, for practise, we can try to use 6 square dark clip to cover these 6 faces. Later, we just attach graphics to the dark squares to make them texturized.

Well, if you don't know how to skew a square to conform 3 corners of a quadrangle, you should check the tutorial about skewing. Ok, if you understand what I said, you should try making a cube now. Make 6 faces to cover the 6 faces of the cube.

Next step, I will briefly explain the math about "rotation" of 3d data.
Below is a function where:

x1,y1 is the original x,y data

"center" is the rotation axis point in the format of point {x:??,y:??}

"dAngle" is the rotation in degrees that we want to apply.

It returns a point data format {x:??,y:?/} which is the new coordinates data.

The above equation is a rotation in 2D plane. It is useful when we do rotation in 2D. It also can be applied to 3D plane. Well, we need to extend this function a little. We need batch rotate a bunch of points data. In this case, we need rotate 8 points data. So, I would call it 8 times. Also, we need the rotation along Y or X axis. The equation is simply difference of x,y,z.

So, we setup 8 points. We skew 6 square clips to cover the 6 faces of the cube. This is updated when we rotate these 8 points data along x,y or z axis. Later, we make it fancy by adding shadow according to Z data and attaching pictures to the square movieClips.